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Adventure Title
SJ-DC-RTR-PL-02 Stay Calm, Act Quickly
SJ-DC-RTR-PL-02 Stay Calm, Act Quickly
Session
Date Played
2023-03-28 19:30:00 UTC
2023-03-28 19:30:00 UTC
Levels Gained
1
1
GP +/-
15
15
Downtime +/-
10.0
10.0
Location Played
DM Name
Jannis D
Jannis D
DM DCI Number
Jadi 33518
Jadi 33518
Notes
**Loot:** 40gp, Potion of Greater Healing, Potion of Hill Giant Strength **Lvl Up:** Rogue 1 Thieves' tools, Perception, Expertise (Athletics, Stealth) **Shopping:** Rapier (-25gp)
**Loot:** 40gp, Potion of Greater Healing, Potion of Hill Giant Strength **Lvl Up:** Rogue 1 Thieves' tools, Perception, Expertise (Athletics, Stealth) **Shopping:** Rapier (-25gp)
Magic Items
Name | Rarity | Location | Table | Result | Counts? |
---|---|---|---|---|---|
Javelin of Lightning | Uncommon | true | |||
**Javelin of Lightning** Weapon (javelin), uncommon Simple weapon, melee weapon 2 lb. 1d6 piercing - thrown (30/120 ft.) This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. Thrown: If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. | |||||
Clothes of Mending | Common | false | |||
**Clothes of Mending** Wondrous item, common This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. Minor Property: Gleaming This item never gets dirty. |